Greater Resistance gives a +3 to all saves at, IIRC, CL 5, it just takes a higher-level slot. At ECL 11, you get a +6 resistance bonus from Superior Resistance. Again IIRC, these both last 24 hours already, no need to persist them at all. So there's a 2-level window that Nightshield *might* be worth persisting, but there's still a probably better solution out there.
I think I removed Nightshield. Excellent points right there I totally forgot about the Resistance Spells and why Every Wizard always has them, thanks.
By the time you can persist Master's Touch, either normally or with some flavor of cheese, that 1st-level slot will better used for something else. Yes, even better than an Exotic Weapon Proficiency feat for a day.
I'm not sure I agree, certain classes like Incantarix and SpellDancer Especially start to be able to hit their stride in persisting tons of spells. And often it can be cheaper to persist a spell than spend a feat.
Improvisation discharges. In fact, the reason the spell is strong is because you can use it to apply huge bonuses to your rolls for a few rounds as needed, and the "drawback" of the overall limit on how big of a bonus you can apply becomes meaningless as the combat should be decided once you've used up all the bonuses.
Right, but many of its features ala bonuses to saves generally are unavailable if you get ganked, by persisting it, you gain the ability to gain a big bonus to initiative if you aren't the one who initiates it or a bonus to a perception skill to be better able to act in a suprise round. The spell Does not
discharge, first since it mentions the "Discharge" word associated with spells that discharge and secondly for more evidence the spell actually never ends until the duration is up even if you use up all the luck pool.
Mirror Image ends once you run out of images, and you run out of images after two Magic Missile spells.
Yes, and that's two actions your enemy wasted not hitting you and you gained an action by not having to cast or quicken Mirror Image during the battle.
In spite of it being uncapped, it's a tiny bonus, and there's no attack bonus (which I believe matters a lot more).
Vital Strike is a trap, not only because Sneak Attack is a horrible mechanic to deal damage with, but because it negates anything useful you might actually be able to pull off with your sneak attacks (like Crippling Strike or certain Ambush feats).
I'll reconsider Ferocity of Sanguine rage to see if there's a better choice? Any suggestions? Yea Vital Strike isn't as nice as we'd like, but the person casting this spell likely just wants the bonus damage they've acquired through Hunter's Eye or Unseen Seer to be consistent all the time and they're likely not spending feats on Sneak Attack Improvers.
Even short-range spells out-range the aura. If they're somehow inside of it, then they can just move and they're safe.
True there is a limitation in 40 ft range, this can be helped with a Metamagic Rod of Enlarge spell for up to 80 feet. Know too, that in my experience most battles occur within a short distance and a spellcaster is unlikely to know that they are within the aura of that spell and even if they did know they might not be able to escape it and even if they did, they would again have to spend actions to get outside of that range, another point for you.
Eye of the Beholder has a chance to be awesome, but a far greater chance to be absolutely terrible. The spell's effect itself is just plain pathetic.
I agree, it could be better. It's current effects lend it to being cast as an off-day spell or sharing the spell with your familiar so your familiar can do coolish things.
If you're using this list, then chances are you're a Wizard. If you're a Wizard, then the ability to act like a Warlock is not a terribly useful trick. The +2 damage bonus is pathetic, even compared to the weak damage output of the spell.
Having an all-day ability to do damage is a nice feature, especially when it does more damage than a Warlock (10d8 for CL20) and you can add metamagic feats on top of it (Admixture it, Empower it, etc.) and the metamagic feats you add to it are reusable again and again (Since they apply to the same spell which is repeatedly used.
The ability to do a completely meaningless amount of damage as a free action doesn't count as improving your action economy.
I don't agree that it's completely meaningless, you gain 2 5d6 lightning bolts, these can be admixtured, empowered, etc. like before, heck put Fell Drain on it too and reduce your enemy's ability to save vs. your other stuff. You damage enemies which makes them die earlier, you damage spellcasters which hinder their ability to cast spells, let's you pierce illusions by attacking spaces and walls to see if they exist, and all sorts of useful effects by being able to scour terrain, open spaces, and the like.
Invoke Magic lets you cast one spell into an anti-magic field. Like a lot of the others you brought up, it discharges. Unlike some of the others, though, this spell is already a swift action, so you can hardly claim that you're saving on action economy with this one.
Yes, it is for one spell, but you gain an ability that can save your butt from total annhilation. If you get ganked by teleporting Meleers surrounded by an antimagic field, you're dead, unable to use spells, even the tinfoil hat trick might not work since a martial initiator can easily break through the hardness of stone, let alone a thin substance and all of a sudden, you're in trouble again. And no, it doesn't *discharge*, spells that *discharge* say that they *discharge*. This spell lacks that keyword.
Foresight is a pathetic effect for a 9th-level spell, even if it's not persistent. If you really want to cast it, though, then you can get by with just extending it, it already lasts 10 min/level. So, with a CL of 18, it lasts 6 hours extended.
Foresight is what makes the difference between life or death against other spellcasters. I wish you were around during some of the initial conversations when Celerity first came out. The only way to win a Celerity War is to Win Initiative and you can't win initiative if you're surprised and Foresight protects you from surprise. You don't need it for 6 hours, you need it 24/7 all the time! You can be ganked by anyone at almost any time, and Foresight is the quintessential protection that you NEED to have!
Having a "top ten" list sounds like a nice gimmick, but if there aren't 10 spells that are better than absolutely terribad in a given level, then don't feel compelled to go to ten just for the gimmick.
The top 10 lists come from a Suggestion from PlzBreakmyCampaign. I'm very willing to look at the choices at the list and thanks for your feedback.